Chaos Sorcerer Lord (Fire)

The powerful Sorcerer Lord summons up pillars of flame that sear the enemy to their very core.

Those Champions of Chaos who seek mastery over the magical arts are known as Chaos Sorcerers, and they are madmen and malcontents all. Chaos Sorcerers wield the wild energies of entropy itself, reshaping reality to better serve their whims and those of their dark masters. A word and a gesture from a Chaos Sorcerer can strip a man's flesh from his bones, force a lover to murder his beloved, or cause a regiment of soldiers to burst into flame. They are amongst the most awful and depraved of all servants of Chaos, for they long ago sold their souls in exchange for the heady elixir of pure power. Where many of the world's Wizards, such as those taught by the Colleges of Magic in Altdorf, glean their arcane skill from long years of painstaking research, a Chaos Sorcerer's understanding of the Winds of Magic is instant and innate. However, without the patience and wisdom that such study brings, a Chaos Sorcerer lacks due wariness and respect for the ultimate dangers of magic, and so begins an inexorable descent into deformity and madness. Many are the paths that lead to this ultimate fate, but most often, the Chaos Sorcerer seeks to expand his magical powers or harness more of the occult by simply bartering away another fraction of his soul, losing a little more of his humanity in the process. Before long, the aspirant feels his whole body and mind twist and alter, and as the gnawed remnants of his soul are finally devoured, he is plunged into the whirlpools of insanity, leaving behind nothing of the man who was.

Unit Name

Chaos Sorcerer Lord (Fire)

Main Unit Key

wh_dlc01_chs_cha_chaos_sorcerer_lord_fire_0

Land Unit Key

wh_dlc01_chs_cha_chaos_sorcerer_lord_fire_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Wizard

Naval Unit Group

Wizard

Soldiers

1

Caste

Lord

Category

Melee Infantry

Class

Command

Custom Battle Cost

750

Recruitment Cost

1000

Upkeep Cost

250

Melee Attack

48

Weapon Strength (Weapon Damage)

360

├ Melee Weapon

wh_main_chs_sword_caster_lord_hero

├ Melee Damage Base

240

├ Melee Damage Ap

120

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

20

Melee Defence

44

├ Base Defence

44

├ Shield

none

└ Shield Defence

0

Armour

100

├ Armour

wh2_main_heavy_metal_100

├ Armour Defence

100

└ Shield Armour

0

Health

3808

├ Man Entity

wh_main_infantry_standard_large_hero_blood_dismembers

├ Man Speed

33

├ Man Health

8

└ Bonus Hit Points

3800

Leadership (Base Morale)

65

Abilities

Arcane ConduitA strong mind is needed to channel the Winds of Magic. Those that have such a gift become arcane conduits - funnelling the magical tempests to their cause.

EvasionThose with such skills can evade enemy attacks with ease and break from combat, should they feel that it is tactically important to do so.

Attributes

EncourageThis unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses.

Hide (forest)This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

SpellcasterThis unit can cast spells.

ArmouredArmoured units can block damage from any source apart from Armour-Piercing damage.